engine/dep/include/FidelityFX/gpu/sssr/ffx_sssr_callbacks_hlsl.h

603 lines
22 KiB
C

// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "ffx_sssr_resources.h"
#if defined(FFX_GPU)
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic push
#pragma dxc diagnostic ignored "-Wambig-lit-shift"
#endif //__hlsl_dx_compiler
#include "ffx_core.h"
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic pop
#endif //__hlsl_dx_compiler
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // #ifndef FFX_PREFER_WAVE64
#pragma warning(disable: 3205) // conversion from larger type to smaller
#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
#define DECLARE_CB_REGISTER(regIndex) b##regIndex
#define FFX_SSSR_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
#define FFX_SSSR_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
#define FFX_SSSR_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
#if defined(SSSR_BIND_CB_SSSR)
cbuffer cbSSSR : FFX_SSSR_DECLARE_CB(SSSR_BIND_CB_SSSR)
{
FfxFloat32Mat4 invViewProjection;
FfxFloat32Mat4 projection;
FfxFloat32Mat4 invProjection;
FfxFloat32Mat4 viewMatrix;
FfxFloat32Mat4 invView;
FfxFloat32Mat4 prevViewProjection;
FfxUInt32x2 renderSize;
FfxFloat32x2 inverseRenderSize;
FfxFloat32 normalsUnpackMul;
FfxFloat32 normalsUnpackAdd;
FfxUInt32 roughnessChannel;
FfxBoolean isRoughnessPerceptual;
FfxFloat32 iblFactor;
FfxFloat32 temporalStabilityFactor;
FfxFloat32 depthBufferThickness;
FfxFloat32 roughnessThreshold;
FfxFloat32 varianceThreshold;
FfxUInt32 frameIndex;
FfxUInt32 maxTraversalIntersections;
FfxUInt32 minTraversalOccupancy;
FfxUInt32 mostDetailedMip;
FfxUInt32 samplesPerQuad;
FfxUInt32 temporalVarianceGuidedTracingEnabled;
#define FFX_SSSR_CONSTANT_BUFFER_1_SIZE 110 // Number of 32-bit values. This must be kept in sync with the cbSSSR size.
};
#else
#define invViewProjection 0
#define projection 0
#define invProjection 0
#define viewMatrix 0
#define invView 0
#define prevViewProjection 0
#define normalsUnpackMul 0
#define normalsUnpackAdd 0
#define roughnessChannel 0
#define isRoughnessPerceptual 0
#define renderSize 0
#define inverseRenderSize 0
#define iblFactor 0
#define temporalStabilityFactor 0
#define depthBufferThickness 0
#define roughnessThreshold 0
#define varianceThreshold 0
#define frameIndex 0
#define maxTraversalIntersections 0
#define minTraversalOccupancy 0
#define mostDetailedMip 0
#define samplesPerQuad 0
#define temporalVarianceGuidedTracingEnabled 0
#define FFX_SSSR_CONSTANT_BUFFER_1_SIZE 0
#endif
#if defined(FFX_GPU)
#define FFX_SSSR_ROOTSIG_STRINGIFY(p) FFX_SSSR_ROOTSIG_STR(p)
#define FFX_SSSR_ROOTSIG_STR(p) #p
#define FFX_SSSR_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_SSSR_ROOTSIG_STRINGIFY(FFX_SSSR_RESOURCE_IDENTIFIER_COUNT) ")), " \
"DescriptorTable(SRV(t0, numDescriptors = " FFX_SSSR_ROOTSIG_STRINGIFY(FFX_SSSR_RESOURCE_IDENTIFIER_COUNT) ")), " \
"CBV(b0), " \
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_WRAP, " \
"comparisonFunc = COMPARISON_ALWAYS, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK, " \
"maxAnisotropy = 1, " \
"visibility = SHADER_VISIBILITY_ALL) " )]
#if defined(FFX_SSSR_EMBED_ROOTSIG)
#define FFX_SSSR_EMBED_ROOTSIG_CONTENT FFX_SSSR_ROOTSIG
#else
#define FFX_SSSR_EMBED_ROOTSIG_CONTENT
#endif // #if FFX_SSSR_EMBED_ROOTSIG
#endif // #if defined(FFX_GPU)
SamplerState s_EnvironmentMapSampler : register(s0);
FfxFloat32Mat4 InvViewProjection()
{
return invViewProjection;
}
FfxFloat32Mat4 Projection()
{
return projection;
}
FfxFloat32Mat4 InvProjection()
{
return invProjection;
}
FfxFloat32Mat4 ViewMatrix()
{
return viewMatrix;
}
FfxFloat32Mat4 InvView()
{
return invView;
}
FfxFloat32Mat4 PrevViewProjection()
{
return prevViewProjection;
}
FfxFloat32 NormalsUnpackMul()
{
return normalsUnpackMul;
}
FfxFloat32 NormalsUnpackAdd()
{
return normalsUnpackAdd;
}
FfxUInt32 RoughnessChannel()
{
return roughnessChannel;
}
FfxBoolean IsRoughnessPerceptual()
{
return isRoughnessPerceptual;
}
FfxUInt32x2 RenderSize()
{
return renderSize;
}
FfxFloat32x2 InverseRenderSize()
{
return inverseRenderSize;
}
FfxFloat32 IBLFactor()
{
return iblFactor;
}
FfxFloat32 TemporalStabilityFactor()
{
return temporalStabilityFactor;
}
FfxFloat32 DepthBufferThickness()
{
return depthBufferThickness;
}
FfxFloat32 RoughnessThreshold()
{
return roughnessThreshold;
}
FfxFloat32 VarianceThreshold()
{
return varianceThreshold;
}
FfxUInt32 FrameIndex()
{
return frameIndex;
}
FfxUInt32 MaxTraversalIntersections()
{
return maxTraversalIntersections;
}
FfxUInt32 MinTraversalOccupancy()
{
return minTraversalOccupancy;
}
FfxUInt32 MostDetailedMip()
{
return mostDetailedMip;
}
FfxUInt32 SamplesPerQuad()
{
return samplesPerQuad;
}
FfxBoolean TemporalVarianceGuidedTracingEnabled()
{
return FfxBoolean(temporalVarianceGuidedTracingEnabled);
}
// SRVs
#if defined SSSR_BIND_SRV_INPUT_COLOR
Texture2D<FfxFloat32x4> r_input_color : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_COLOR);
#endif
#if defined SSSR_BIND_SRV_INPUT_DEPTH
Texture2D<FfxFloat32> r_input_depth : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_DEPTH);
#endif
#if defined SSSR_BIND_SRV_DEPTH_HIERARCHY
Texture2D<FfxFloat32> r_depth_hierarchy : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_DEPTH_HIERARCHY);
#endif
#if defined SSSR_BIND_SRV_INPUT_NORMAL
Texture2D<FfxFloat32x3> r_input_normal : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_NORMAL);
#endif
#if defined SSSR_BIND_SRV_INPUT_MATERIAL_PARAMETERS
Texture2D<FfxFloat32x4> r_input_material_parameters : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_MATERIAL_PARAMETERS);
#endif
#if defined SSSR_BIND_SRV_INPUT_ENVIRONMENT_MAP
TextureCube r_input_environment_map : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_ENVIRONMENT_MAP);
#endif
#if defined SSSR_BIND_SRV_RADIANCE
Texture2D<FfxFloat32x4> r_radiance : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_RADIANCE);
#endif
#if defined SSSR_BIND_SRV_RADIANCE_HISTORY
Texture2D<FfxFloat32x4> r_radiance_history : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_RADIANCE_HISTORY);
#endif
#if defined SSSR_BIND_SRV_VARIANCE
Texture2D<FfxFloat32> r_variance : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_VARIANCE);
#endif
#if defined SSSR_BIND_SRV_EXTRACTED_ROUGHNESS
Texture2D<FfxFloat32> r_extracted_roughness : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_EXTRACTED_ROUGHNESS);
#endif
#if defined SSSR_BIND_SRV_SOBOL_BUFFER
Texture2D<FfxUInt32> r_sobol_buffer : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_SOBOL_BUFFER);
#endif
#if defined SSSR_BIND_SRV_SCRAMBLING_TILE_BUFFER
Texture2D<FfxUInt32> r_scrambling_tile_buffer : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_SCRAMBLING_TILE_BUFFER);
#endif
#if defined SSSR_BIND_SRV_BLUE_NOISE_TEXTURE
Texture2D<FfxFloat32x2> r_blue_noise_texture : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_BLUE_NOISE_TEXTURE);
#endif
#if defined SSSR_BIND_SRV_INPUT_BRDF_TEXTURE
Texture2D<FfxFloat32x4> r_input_brdf_texture : FFX_SSSR_DECLARE_SRV(SSSR_BIND_SRV_INPUT_BRDF_TEXTURE);
#endif
// UAVs
#if defined SSSR_BIND_UAV_OUTPUT
RWTexture2D<FfxFloat32x4> rw_output : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_OUTPUT);
#endif
#if defined SSSR_BIND_UAV_RADIANCE
RWTexture2D<FfxFloat32x4> rw_radiance : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_RADIANCE);
#endif
#if defined SSSR_BIND_UAV_VARIANCE
RWTexture2D<FfxFloat32> rw_variance : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_VARIANCE);
#endif
#if defined SSSR_BIND_UAV_RAY_LIST
RWStructuredBuffer<FfxUInt32> rw_ray_list : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_RAY_LIST);
#endif
#if defined SSSR_BIND_UAV_DENOISER_TILE_LIST
RWStructuredBuffer<FfxUInt32> rw_denoiser_tile_list : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_DENOISER_TILE_LIST);
#endif
#if defined SSSR_BIND_UAV_RAY_COUNTER
globallycoherent RWStructuredBuffer<FfxUInt32> rw_ray_counter : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_RAY_COUNTER);
#endif
#if defined SSSR_BIND_UAV_INTERSECTION_PASS_INDIRECT_ARGS
RWStructuredBuffer<FfxUInt32> rw_intersection_pass_indirect_args : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_INTERSECTION_PASS_INDIRECT_ARGS);
#endif
#if defined SSSR_BIND_UAV_EXTRACTED_ROUGHNESS
RWTexture2D<FfxFloat32> rw_extracted_roughness : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_EXTRACTED_ROUGHNESS);
#endif
#if defined SSSR_BIND_UAV_BLUE_NOISE_TEXTURE
RWTexture2D<FfxFloat32x2> rw_blue_noise_texture : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_BLUE_NOISE_TEXTURE);
#endif
#if defined SSSR_BIND_UAV_DEPTH_HIERARCHY
RWTexture2D<FfxFloat32> rw_depth_hierarchy[13] : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_DEPTH_HIERARCHY);
#endif
// SPD UAV
#if defined SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC
globallycoherent RWStructuredBuffer<FfxUInt32> rw_spd_global_atomic : FFX_SSSR_DECLARE_UAV(SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC);
#endif
#if FFX_HALF
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
FfxFloat16x4 SpdLoadH(FfxInt32x2 coordinate, FfxUInt32 slice)
{
return (FfxFloat16x4)rw_depth_hierarchy[6][coordinate].xxxx; // 5 -> 6 as we store a copy of the depth buffer at index 0
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_SRV_INPUT_DEPTH)
FfxFloat16x4 SpdLoadSourceImageH(FfxInt32x2 coordinate, FfxUInt32 slice)
{
return (FfxFloat16x4)r_input_depth[coordinate].xxxx;
}
#endif // #if defined (SSSR_BIND_SRV_INPUT_DEPTH)
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
void SpdStoreH(FfxInt32x2 pix, FfxFloat16x4 outValue, FfxUInt32 coordinate, FfxUInt32 slice)
{
rw_depth_hierarchy[coordinate + 1][pix] = outValue.x; // + 1 as we store a copy of the depth buffer at index 0
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#endif // #if defined(FFX_HALF)
#if defined(SSSR_BIND_SRV_INPUT_NORMAL)
FfxFloat32x3 FFX_SSSR_LoadWorldSpaceNormal(FfxInt32x2 pixel_coordinate)
{
return normalize(NormalsUnpackMul() * r_input_normal.Load(FfxInt32x3(pixel_coordinate, 0)).xyz + NormalsUnpackAdd());
}
#endif // #if defined(SSSR_BIND_SRV_INPUT_NORMAL)
#if defined(SSSR_BIND_SRV_DEPTH_HIERARCHY)
FfxFloat32 FFX_SSSR_LoadDepth(FfxInt32x2 pixel_coordinate, FfxInt32 mip)
{
return r_depth_hierarchy.Load(FfxInt32x3(pixel_coordinate, mip));
}
#endif // #if defined(SSSR_BIND_SRV_DEPTH_HIERARCHY)
#if defined(SSSR_BIND_SRV_BLUE_NOISE_TEXTURE)
FfxFloat32x2 FFX_SSSR_SampleRandomVector2D(FfxUInt32x2 pixel)
{
return r_blue_noise_texture.Load(FfxInt32x3(pixel.xy % 128, 0));
}
#endif // #if defined(SSSR_BIND_SRV_BLUE_NOISE_TEXTURE)
#if defined(SSSR_BIND_SRV_INPUT_ENVIRONMENT_MAP)
FfxFloat32x3 FFX_SSSR_SampleEnvironmentMap(FfxFloat32x3 direction, FfxFloat32 preceptualRoughness)
{
FfxFloat32 Width; FfxFloat32 Height;
r_input_environment_map.GetDimensions(Width, Height);
FfxInt32 maxMipLevel = FfxInt32(log2(FfxFloat32(Width > 0 ? Width : 1)));
FfxFloat32 mip = clamp(preceptualRoughness * FfxFloat32(maxMipLevel), 0.0, FfxFloat32(maxMipLevel));
return r_input_environment_map.SampleLevel(s_EnvironmentMapSampler, direction, mip).xyz * IBLFactor();
}
#endif // #if defined(SSSR_BIND_SRV_INPUT_ENVIRONMENT_MAP)
#if defined (SSSR_BIND_UAV_RAY_COUNTER)
void IncrementRayCounter(FfxUInt32 value, FFX_PARAMETER_OUT FfxUInt32 original_value)
{
InterlockedAdd(rw_ray_counter[0], value, original_value);
}
#endif // #if defined (SSSR_BIND_UAV_RAY_COUNTER)
#if defined (SSSR_BIND_UAV_RAY_COUNTER)
void IncrementDenoiserTileCounter(FFX_PARAMETER_OUT FfxUInt32 original_value)
{
InterlockedAdd(rw_ray_counter[2], 1, original_value);
}
#endif // #if defined (SSSR_BIND_UAV_RAY_COUNTER)
FfxUInt32 PackRayCoords(FfxUInt32x2 ray_coord, FfxBoolean copy_horizontal, FfxBoolean copy_vertical, FfxBoolean copy_diagonal)
{
FfxUInt32 ray_x_15bit = ray_coord.x & 0b111111111111111;
FfxUInt32 ray_y_14bit = ray_coord.y & 0b11111111111111;
FfxUInt32 copy_horizontal_1bit = copy_horizontal ? 1 : 0;
FfxUInt32 copy_vertical_1bit = copy_vertical ? 1 : 0;
FfxUInt32 copy_diagonal_1bit = copy_diagonal ? 1 : 0;
FfxUInt32 packed = (copy_diagonal_1bit << 31) | (copy_vertical_1bit << 30) | (copy_horizontal_1bit << 29) | (ray_y_14bit << 15) | (ray_x_15bit << 0);
return packed;
}
#if defined (SSSR_BIND_UAV_RAY_LIST)
void StoreRay(FfxInt32 index, FfxUInt32x2 ray_coord, FfxBoolean copy_horizontal, FfxBoolean copy_vertical, FfxBoolean copy_diagonal)
{
FfxUInt32 packedRayCoords = PackRayCoords(ray_coord, copy_horizontal, copy_vertical, copy_diagonal); // Store out pixel to trace
rw_ray_list[index] = packedRayCoords;
}
#endif // #if defined (SSSR_BIND_UAV_RAY_LIST)
#if defined (SSSR_BIND_UAV_DENOISER_TILE_LIST)
void StoreDenoiserTile(FfxInt32 index, FfxUInt32x2 tile_coord)
{
rw_denoiser_tile_list[index] = ((tile_coord.y & 0xffffu) << 16) | ((tile_coord.x & 0xffffu) << 0); // Store out pixel to trace
}
#endif // #if defined (SSSR_BIND_UAV_DENOISER_TILE_LIST)
#if defined (SSSR_BIND_SRV_DEPTH_HIERARCHY)
FfxBoolean IsReflectiveSurface(FfxInt32x2 pixel_coordinate, FfxFloat32 roughness)
{
#if FFX_SSSR_OPTION_INVERTED_DEPTH
const FfxFloat32 far_plane = 0.0f;
return r_depth_hierarchy[pixel_coordinate] > far_plane;
#else // FFX_SSSR_OPTION_INVERTED_DEPTH
const FfxFloat32 far_plane = 1.0f;
return r_depth_hierarchy[pixel_coordinate] < far_plane;
#endif // FFX_SSSR_OPTION_INVERTED_DEPTH
}
#endif // #if defined (SSSR_BIND_SRV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_UAV_EXTRACTED_ROUGHNESS)
void StoreExtractedRoughness(FfxUInt32x2 coordinate, FfxFloat32 roughness)
{
rw_extracted_roughness[coordinate] = roughness;
}
#endif // #if defined (SSSR_BIND_UAV_EXTRACTED_ROUGHNESS)
#if defined (SSSR_BIND_SRV_INPUT_MATERIAL_PARAMETERS)
FfxFloat32 LoadRoughnessFromMaterialParametersInput(FfxUInt32x3 coordinate)
{
FfxFloat32 rawRoughness = r_input_material_parameters.Load(coordinate)[RoughnessChannel()];
if (IsRoughnessPerceptual())
{
rawRoughness *= rawRoughness;
}
return rawRoughness;
}
#endif // #if defined (SSSR_BIND_SRV_INPUT_MATERIAL_PARAMETERS)
#if defined (SSSR_BIND_UAV_RAY_COUNTER)
FfxBoolean IsRayIndexValid(FfxUInt32 ray_index)
{
return ray_index < rw_ray_counter[1];
}
#endif // #if defined (SSSR_BIND_UAV_RAY_COUNTER)
#if defined (SSSR_BIND_UAV_RAY_LIST)
FfxUInt32 GetRaylist(FfxUInt32 ray_index)
{
return rw_ray_list[ray_index];
}
#endif // #if defined (SSSR_BIND_UAV_RAY_LIST)
#if defined (SSSR_BIND_UAV_BLUE_NOISE_TEXTURE)
void FFX_SSSR_StoreBlueNoiseSample(FfxUInt32x2 coordinate, FfxFloat32x2 blue_noise_sample)
{
rw_blue_noise_texture[coordinate] = blue_noise_sample;
}
#endif // #if defined (SSSR_BIND_UAV_BLUE_NOISE_TEXTURE)
#if defined (SSSR_BIND_SRV_VARIANCE)
FfxFloat32 FFX_SSSR_LoadVarianceHistory(FfxInt32x3 coordinate)
{
return r_variance.Load(coordinate).x;
}
#endif // #if defined (SSSR_BIND_SRV_VARIANCE)
#if defined (SSSR_BIND_UAV_RADIANCE)
void FFX_SSSR_StoreRadiance(FfxUInt32x2 coordinate, FfxFloat32x4 radiance)
{
rw_radiance[coordinate] = radiance;
}
#endif // #if defined (SSSR_BIND_UAV_RADIANCE)
#if defined (SSSR_BIND_SRV_SOBOL_BUFFER)
FfxUInt32 FFX_SSSR_GetSobolSample(FfxUInt32x3 coordinate)
{
return r_sobol_buffer.Load(coordinate);
}
#endif // #if defined (SSSR_BIND_SRV_SOBOL_BUFFER)
#if defined (SSSR_BIND_SRV_SCRAMBLING_TILE_BUFFER)
FfxUInt32 FFX_SSSR_GetScramblingTile(FfxUInt32x3 coordinate)
{
return r_scrambling_tile_buffer.Load(coordinate);
}
#endif // #if defined (SSSR_BIND_SRV_SCRAMBLING_TILE_BUFFER)
#if defined (SSSR_BIND_UAV_INTERSECTION_PASS_INDIRECT_ARGS)
void FFX_SSSR_WriteIntersectIndirectArgs(FfxUInt32 index, FfxUInt32 data)
{
rw_intersection_pass_indirect_args[index] = data;
}
#endif // #if defined (SSSR_BIND_UAV_INTERSECTION_PASS_INDIRECT_ARGS)
#if defined (SSSR_BIND_UAV_RAY_COUNTER)
void FFX_SSSR_WriteRayCounter(FfxUInt32 index, FfxUInt32 data)
{
rw_ray_counter[index] = data;
}
#endif // #if defined (SSSR_BIND_UAV_RAY_COUNTER)
#if defined (SSSR_BIND_UAV_RAY_COUNTER)
FfxUInt32 FFX_SSSR_GetRayCounter(FfxUInt32 index)
{
return rw_ray_counter[index];
}
#endif // #if defined (SSSR_BIND_UAV_RAY_COUNTER)
#if defined (SSSR_BIND_SRV_INPUT_DEPTH)
void FFX_SSSR_GetInputDepthDimensions(FFX_PARAMETER_OUT FfxFloat32x2 image_size)
{
r_input_depth.GetDimensions(image_size.x, image_size.y);
}
#endif // #if defined (SSSR_BIND_SRV_INPUT_DEPTH)
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
void FFX_SSSR_GetDepthHierarchyMipDimensions(FfxUInt32 mip, FFX_PARAMETER_OUT FfxFloat32x2 image_size)
{
rw_depth_hierarchy[mip].GetDimensions(image_size.x, image_size.y);
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_SRV_INPUT_DEPTH)
FfxFloat32 FFX_SSSR_GetInputDepth(FfxUInt32x2 coordinate)
{
return r_input_depth[coordinate];
}
FfxFloat32x4 SpdLoadSourceImage(FfxInt32x2 coordinate, FfxUInt32 slice)
{
return FFX_SSSR_GetInputDepth(coordinate).xxxx;
}
#endif // #if defined (SSSR_BIND_SRV_INPUT_DEPTH)
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
void FFX_SSSR_WriteDepthHierarchy(FfxUInt32 index, FfxUInt32x2 coordinate, FfxFloat32 data)
{
rw_depth_hierarchy[index][coordinate] = data;
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
FfxFloat32x4 SpdLoad(FfxInt32x2 coordinate, FfxUInt32 slice)
{
return rw_depth_hierarchy[6][coordinate].xxxx; // 5 -> 6 as we store a copy of the depth buffer at index 0
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 coordinate, FfxUInt32 slice)
{
rw_depth_hierarchy[coordinate + 1][pix] = outValue.x; // + 1 as we store a copy of the depth buffer at index 0
}
#endif // #if defined (SSSR_BIND_UAV_DEPTH_HIERARCHY)
#if defined (SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC)
void SpdResetAtomicCounter(FfxUInt32 slice)
{
rw_spd_global_atomic[0] = 0;
}
#endif // #if defined (SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC)
#if defined (SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC)
void FFX_SSSR_SPDIncreaseAtomicCounter(FFX_PARAMETER_INOUT FfxUInt32 spdCounter)
{
InterlockedAdd(rw_spd_global_atomic[0], 1, spdCounter);
}
#endif // #if defined (SSSR_BIND_UAV_SPD_GLOBAL_ATOMIC)
#if defined(SSSR_BIND_SRV_INPUT_COLOR)
FfxFloat32x3 FFX_SSSR_LoadInputColor(FfxInt32x3 coordinate)
{
return r_input_color.Load(coordinate).xyz;
}
#endif // #if defined(SSSR_BIND_SRV_INPUT_COLOR)
#if defined(SSSR_BIND_SRV_EXTRACTED_ROUGHNESS)
FfxFloat32 FFX_SSSR_LoadExtractedRoughness(FfxInt32x3 coordinate)
{
return r_extracted_roughness.Load(coordinate).x;
}
#endif // #if defined(SSSR_BIND_SRV_EXTRACTED_ROUGHNESS)
#endif // #if defined(FFX_GPU)